Adam

The Gods II

Power List - Greater Spheres

by Scott Martin

Last updated 11/25/97

Creator

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The Complete Rules

The Power Lists

Current Game Info

The Spheres

Fire & Earth
Nature
Sea
Sky & Ice
Cities & Wealth
Crafts & Knowledge
Love & Beauty
War
Chaos
Death
Fate & Justice
Light

Personal Power Codes

C = Combat power
Cd = combat-duel power
Cs = use at end of combat to affect outcome
P = Persuasion power
P2 = two targets
Pm = targest everyone in locale
N = Direct effect power
Nt = not instantaneous (others may react)
Nv = target must be voluntary
Ns = target must be self
D = Demesne power
De = lasts until end of era
Ds = lasts until end of session
L = Locale power
Li = instantaneous
La = affects access
A = Artifact power
Ac = combat artifact power
G = Gift power
X = Miscellaneous power

Creation Power Codes

T = Base Terrain power
F = Terrain Feature power
Fp = permanent terrain feature
Fl = land terrain feature
Ft = terrain-specific terrain feature
Fr = resistant terrain feature
G = Global power
R = Race power
Rc = race creation power
Ra = racial attribute (inherent or blessing/curse)
Ri = inherent racial attribute
Rb = blessing/curse attribute
D = Demesne power
H = Heaven power
X = Miscellaneous power

History Power Codes

B = Disaster power
Bf = fire disaster
Be = earth disaster
Bw = water disaster
Ba = air disaster
Bi = ice disaster
Bn = nature disaster
K = Knowledge power
Kc = civics knowledge
Ke = engineering knowledge
Km = military knowledge
Ks = scholarly knowledge
G = Global power
same sub-categories as in Disaster powers
M = Racial Modification power
Mc = time-delay, occurs at beginning of next-century
Mv = time-delay, triggered by an event
Mv+ = multiple castings of a triggered event can be used to "save up" for the future
Mi = individual mortal (or small group) which causes the change
Mp = permanent until a certain even occurs
Mu = cult power, changes pantheon without religious turmoil
Mn = negative modification
T = Base Terrain power
F = Terrain Feature power
Fc = city terrain feature
plus all sub-categories as in creation powers
X = Miscellaneous power

Fire & Earth

Description: Powers of earth and soil, flames and heat, mountains and deserts. Fire & Earth wields great destructive power in both Heaven and Earth, but has little subtlety or ability to help others. Fire & Earth is strongly inimical to mortals and prefers uninhabited terrain.

Era-End Mana Sources: Mountains x0.15; Uninhabited Mountains (primitives and subterranean races don't count) x0.1; Uninhabited Deserts (primitives and subterranean races don't count) x0.15

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: City destroyed by Fire/Earth disaster (disaster or global history power from the sphere of Fire & Earth or any lesser sphere derived from it) x0.3, Obliterated god burned in flames x1.5

Lvl Personal Powers Creation Powers History Power
1 Sword of Fire (C): Your weapon or hand burns with a flame that does not harm you. You gain two extra tricks. [2] Create Mountains (T): Change two contiguous plains or desert squares into mountain terrain; or change one forest square into mountain terrain. [3]
Create Initial Mountains (Ti): Place mountain terrain in six blank squares. May not be used if there are already more than 60 mountain squares (10% of the Earth) on the map. [0]
Create Initial Deserts (Ti): Place desert terrain in three blank squares which are not adjacent to water (unless the only blank squares left are next to water). May not be used if there are already more than 30 desert squares (5% of the Earth) on the map. [0]
Forest/Brush Fire (Bf): Target two adjacent forest or plains squares. One population unit is killed in each. [1]
2 Strength of Earth (C): You gain three extra temporary hit points. They go away after this combat is over. [3] Create Desert (T): Change one plains square into desert terrain. May only be placed on squares not adjacent to water (though water may later be created adjacent to deserts). [1]
Create Mineral Resource (Fp): Add Mineral Resource feature to two non-adjacent land squares. Target squares provide occupying race with +1 Wealth. [1]
Earthquake (Be): Target any populated square. One population unit is killed; any city owned by a race which does not know Engineering is destroyed. If race has any vulnerabilities to Earth disasters, then Engineering will not save the city. [2 / 6 if target square contains a great city]
3 Flame Armor (C): You are surrounded by flames which do not harm you. Your opponent takes a point of damage from the flame armor whenever the two of you tie (eg. paper vs paper, block vs block). This is in addition to any other damage which may be received. Provides immunity from Freeze Enemy. [3] Desert Race (Ra):Race increases population limits by 1 in deserts; receives +1 Military for each summer; and is resistant to Fire disasters (F-1). [3]
Tectonic Activity (T): Change four contiguous water squares into plains terrain. [1]
Volcano (Fp,Bfe): Add Volcano terrain feature to target square of your choice that is in or next to a mountain square. All populations in target square are killed, all cities destroyed. 50% of the population units in each adjacent square (rounded up) are killed. [6 / 10 if target square contains a great city]
4 Flame Strike (C): On your next successful strike, your opponent takes three damage instead of normal damage. [3] Melt (T): Change one ice square into plains terrain. [1]
Subterranean Race (Ri):Race lives in plains, deserts, and mountains as if they were forests; gains +4 Military when defending; is resistant to Fire and Ice disasters (FI-2), immune to Air disasters (A-), and vulnerable to Earth disasters (E 2); may not learn Fishing or Philosophy; has a population growth rate 25% less than normal; squares occupied by race are considered "uninhabited" for purposes of the Fire & Earth sphere mana source. [7]
Heat Wave (Gf,T): High temperatures reduce the population limits of all land squares by one. Lasts until the end of the century. (Populations can spread again to avoid starvation.) Three random plains or forest squares near the south edge of the Earth are turned into desert. The southernmost three ice squares turn into plains (or water, if they were once water squares later covered by glacial ice). [17]
5 Wall of Fire and Earth (De): Creates a wall of flame around target demesne. Any character attacking the demesne from outside takes two damage before the first round of combat and may not use tricks. [8] Create Spreading Desert (Fr): Add Spreading Desert feature to any desert square that is on the south edge of the Earth. During Eras Centrum and Omega it will spread at the beginning of every century, turning into desert 1-3 plains or forest squares that are adjacent to the Spreading Desert or any desert square which can draw a line of contiguous deserts back to the spreading desert. [6] Emergent Land (T): Change one water square into plains terrain. [2]
Meteor Strike (Gf,T,Fp): A fiery meteor strikes the Earth in a square of your choosing. That square becomes mountain terrain with a Volcano terrain feature. In a three square radius around it all populations and cities are destroyed by fire, all forests and plains become deserts, and all ice becomes water. In a six square radius all cities are destroyed and two population units are killed in each square. Over the rest of the world, one populations unit is killed in each square. A Mineral Resource terrain features is added in each of two random squares adjacent to the meteor strike. [60]

Nature

Description: Powers of plants and animals, life and growth, forests and plains. The personal powers of Nature reign supreme in the Primeval Wilds, but have little use elsewhere in Heaven. Nature is generally tolerant of mortals who live lightly on the land and do not disturb the balance of nature.

Era-End Mana Sources: Forests x0.05; Low Population Forests and Plains (population 2 or less, sylvan races don't count) x0.09

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: City destroyed by Nature disaster (disaster or global history power from the sphere of Nature or any lesser sphere derived from it) x0.3, Obliterated god fed to animals x1.5

Lvl Personal Powers Creation Powers History Power
1 Calm the Beast (N): May only be used while entering the Primeval Wilds. Target is not attacked by the Guardian Beast. [1 / 0 if cast on self] Create Forest/Plains (T): Change eight plains squares into forest terrain or change eight forest squares into plains terrain. [3]
Create Initial Plains (Ti): Place plains terrain in 9 blank squares. May not be used if there are already more than 90 plains squares (15% of the Earth) on the map. [0]
Create Initial Forests (Ti): Place forest terrain in 12 blank squares. May not be used if there are already more than 120 plains squares (20% of the Earth) on the map. [0]
Teach Agriculture (K): Target primitive race becomes barbarians. If target race ever loses the knowledge of Agriculture they become primitive again. [2]
2 Defense of the Wild Forest (C): May only be used in the Primeval Wilds. You gain three extra blocks as nearby plants and animals move to intercept blows. In addition, your opponent may not use blocks. [3] Create Race (Rc): Create a sentient race. [5]
Create Game Animals (Ft): Add Game Animals feature to three non-adjacent land squares with the same base terrain type. Population limits in those squares are increased by one. [1]
Good Harvests (Mc): Target race which knows Agriculture has population growth 25% greater than normal in the next century. [1]
Teach Riding (Km): Target race gains +1 Movement Range and +1 Military. [3]
3 Regrowth (Nvt): May only be used in the Primeval Wilds. Target character must spend 15 minutes "rooted" (unable to move or fight, but can speak). At the end of that time, one mutilation of his choice is permanently cured. [5] Create Dangerous Beasts (Ft): Place Dangerous Beasts feature in five contiguous squares of a single terrain type. Specify the nature of the beasts. (Gamemasters may improve some parameters of this power for particularly good beast descriptions.) Population limits in those squares are reduced by two for any race which does not have Military +7 or greater. Dangerous Beasts is permanently removed from a square if a race which has Military +12 or greater and does not worship a god of Nature moves into the square. [2]
Encroaching Plant Life (T): Change one ice or desert square into plains terrain. [2]
Reforestation (T): Change one plains square into forest terrain; or change two contiguous plains squares into forest terrain if it would not cause any of the inhabiting populations to exceed their population limits. [1]
Plague of Locusts (Mcn): Target race which knows Agriculture has population growth 50% less than normal in the next century. [2]
4 Attack of the Wild Forest (C): May only be used in the Primeval Wilds. You gain three extra tricks as nearby plants and animals attack your opponent. In addition, your opponent may not use tricks. [3] Sylvan Race (Ri): Race lives in forests as if they were plains; gains +1 Military; may not learn Engineering; is resistant to Water and Air disasters (WA-2), especially resistant to Nature disasters (N/2), and vulnerable to Fire disasters (F+1); when removing losses from war each population unit taken from a forest square counts as two population units; has a population growth rate 25% less than normal; squares occupied by the race are considered "uninhabited" for purposes of the Nature sphere mana source. [7] Rise of Nature (Bn): The plants and animals of Earth rebel and attack. Target race is attacked by an enemy with a Population equal to the number of squares the race occupies mutliplied by 10. These forces of nature have +3 Military. The race's losses will be taken from those squares in which they have the least numbers. After fighting one war, the forces of nature fade back into the wilderness. [3]
5 Forest Prison (N): May only be used in the Primeval Wilds. Target character is trapped and rooted in place. She may speak but may not move or fight. This condition lasts until either a) you release her or b) she or other characters in the locale collectively or serially spend 20 mana to release her. Mana spent for this purpose by any god who possesses a sphere of Nature card counts double. [12] Make Animal Companion (H): Must be used in the Primeval Wilds. You create a heavenly creature; designate one character as the companion's master. If the master is not yourself, she must be present throughout the entire casting. Represent the companion by a stuffed animal, with all abilities described in full on an attached card. The companion's master may "loan" the companion to any other character with whom he speaks; that character cannot pass the companion on to another character and the master can summon the companion back at any time (ask a referee to get it for you). Whoever the companion is with at any time is considered the companion's comrade. The companion is not an artifact and cannot be stolen or taken as a surrender term and its powers do not need to be activated. If its master is obliterated, the companion is destroyed; the companion cannot otherwise be harmed. For every extra 3 mana spent on creating the companion, it will have one of the following abilities (at your choice): 1) Provide comrade with 1 extra trick in combat. 2) Provide comrade with 2 extra blocks in combat. 3) Allow comrade to use (with normal mana cost) a specific first or second level sphere personal power (second level powers cost 5 extra mana) which could be cast by you or the master; powers from the four spheres of Heaven (or lesser spheres derived from a sphere of Heaven) are not allowed. For 20 extra mana, the companion will allow its comrade to use (with normal mana cost) the following powers from the celestial persona Traveller: Soothe Guardian Beast, Enter the Abyss, Void Paths, and Flee. [3 + variable amount of extra mana dependent on companion's abilities] Reclaim Desert (T): Change one desert square into plains terrain. [2]

Sea

Description: Powers of water and waves, seas and rivers. The personal powers of Sea are generally oriented to defense or movement. On Earth, Seas can be extremely destructive, but can also be of great help to mortals, for whom Sea is generally tolerant.

Era-End Mana Sources: Low Population Water (population 2 or less, amphibious races don't count) x0.045

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: City destroyed by Sea disaster (disaster or global history power from the sphere of Sea or any lesser sphere derived from it) x0.3, Obliterated god cast into the sea x1.5

Lvl Personal Powers Creation Powers History Power
1 Dissolve into Water (C): You disengage at the end of the round and transmigrate back to your demesne. (If you have no demesne, or were already in your demesne, go to the Hall of Feasts.) [1] Create Seas (T): Change six contiguous plains squares into water terrain; or change four contiguous forest squares into water terrain. [2]
Create Initial Seas (Ti): Place water terrain in 30 blank squares. May not be used if there are already more than 300 water squares (50% of the Earth) on the map. [0]
Teach Fishing (K): Target race increases its population limit by one in all squares on rivers or adjacent to water squares. In addition, target race gains +1 Wealth. Has no effect on amphibious races, though they may learn it at half cost. [5]
2 Strength of Water (C): You gain two extra temporary hit points (they go away after this combat is over) and two extra blocks. [3] Create River (Fl): Add River Source terrain feature to two non-adjacent mountain squares. A river will flow from each point to a water square or a square with another river, the precise path chosen by the referees. Each square which the river passes through (including the source) has a River terrain feature. Rivers' paths may be diverted by subsequent terrain changes after Era Aleph. A River terrain feature has no inherent effects but modifies certain history powers. [1]
Groundwater Rise (T): Change one desert square into plains terrain. [1]
Teach Sea-faring (K): Target race which knows Trade may use ships to cross water. Race gains +3 Sea-faring Range. [4]
3 Seep (Nv): Target character is transformed into water and may do one of the following immediately afterward: enter a demesne without invitation; enter the Primeval Wilds without encountering the Guardian Beast; or enter the Underworld while still alive. For the next ten minutes target may not use tricks in combat. (This disadvantage will last throughout an entire combat if that combat begins during the ten minutes.) [3] Subsidence (T): Change one mountain square into plains terrain. [1]
Create Springwater (Fl): Add Springwater feature to three non-adjacent land squares. Population limits in those squares are increased by one. [1]
Flood (Bw): Target a square with a River Source feature. All squares downstream of that source are flooded. One population unit is killed in each flooded square. [1]
4 Watery Form (C): You gain one extra trick, three extra blocks, and may disengage at the end of any round. [5] Amphibious Race (Ri): Race may inhabit water squares adjacent to land as if they were forests; may inhabit water squares adjacent to ice as if they were mountains (the latter limit overrides the former); will lose all population and cities in a square if it was once habitable but became deep sea (due to changes in adjacent squares); can use their normal Movement Range to pass through water squares; may not enter non-coastal, non-river land squares; during wars with non-amphibious races, never loses territory (squares) which are water terrain; resistant to Water and Air disasters (WA/2) and immune to Fire disasters (F-); may not learn Engineering; has a population growth rate 25% less than normal; squares occupied by the race are considered "uninhabited" for purposes of the Sea sphere mana source. [7] Tsunami (Bw): Target five adjacent coastal land squares. All cities are destroyed and one population unit is killed in each square. [5 / 9 if any target square contains a great city]
Erosion (T): Turn one mountain square into a plains square. [10]
5 Water of Healing (C/N): If used as a combat power, you recover all of your lost hit points. If used as a direct effect power, the target is permanently cured of one mutilation. [6] Underwater Demesne (D): Target demesne which was created solely by gods with one or more cards in the sphere of Sea is located underwater. Any character inside of it who does not possess one or more cards in the sphere of Sea must lose 1 mana every 5 minutes (or fraction thereof) or die. During combat this is changed to 1 mana at the beginning of every combat round. This penalty applies also to any character attacking from outside. No powers from the sphere of Fire & Earth (or any lesser sphere derived from Fire & Earth, unless it is also derived from Sea) will work inside the demesne or in combat against it. Any character attacking the demesne who does not have one or more cards in the sphere of Sea may not use tricks. [25] Cataclysm of Atlantis (Bw,T): Change four adjacent coastal non-mountain squares into water terrain. All populations and cities in those squares are killed. [10]
Great Flood (Gw): All populations and cities outside mountain squares are destroyed. If a race with Weather Wisdom would be otherwise wiped out, one population unit escapes to the nearest uninhabited mountain square. [70]

Sky & Ice

Description: Powers of air and sky, ice and cold, arctic wastes and open plains. Sky & Ice wields a wide variety of personal powers and can be effective both in and out of combat. Sky & Ice is strongly inimical to mortals and prefers uninhabited terrain.

Era-End Mana Sources: Ice x0.15; Uninhabited Plains, Deserts, and Ice (aerial races don't count) x0.1

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: City destroyed by Sky/Ice disaster (disaster or global history power from the sphere of Sky & Ice or any lesser sphere derived from it) x0.3, Obliterated god entombed in ice x1.5

Lvl Personal Powers Creation Powers History Power
1 Mind of Ice (Ns): For the next ten minutes you may not talk and are immune to persuasion powers. This power cannot be used to counteract a persuasion power just used on you; it only works if you cast it before someone tries to use such a power. [1] Create Ice (T): Change four contiguous squares into ice terrain. The first square of ice terrain must be placed on the northern-most row of squares. Subsequent ice squares may be placed in any a horizontal (east-west) row as long as for each ice square in that row there are two or more ice squares in the row immediately north. [2]
Create Initial Plains (Ti): Place plains terrain in 9 blank squares. May not be used if there are already more than 90 plains squares (15% of the Earth) on the map. [0]
Storm (Ba): Target two adjacent land squares. One population unit is killed in each. [1]
2 Wind of Protection (Cd): Target gains three extra blocks. [2] Winter (G): May be used multiple times. Every time Winter is cast on the world, the winter season becomes more harsh. For each winter, arctic races receive +1 Military, glacial ice packs grow an extra square every century, the cost of Create Forest is increased by 1 mana, and the costs of Teach Agriculture, Teach Sea-faring, and Teach Weather Wisdom are increased by 2 mana. For each two winters the population limits of plains squares are reduced by one (to a minimum of one). [4] Bad Winter (Mcn): Target one race whose population is primarily within the northern half of the Earth (referee's judgement). Population growth in the next century is 50% less than normal. [2]
3 Wind of Banishment (Cs): Target character who has just surrendered to you or disengaged from combat with you is swept by winds from the locale you are in and may not return for 30 minutes. May not be used in the Hall of Doom and will not prevent dead characters from entering the Underworld. [3] Create Trade Winds (Fp): Add Trade Winds feature to all squares in three contiguous horizontal (east-west) rows across the Earth, stretching the full width of the map. (This feature can be noted on the edges of the Earth map rather than on every square.) Designate the direction in which the winds blow. All sea-faring ranges are increased by 33% when at least part of the movement is in the direction of the winds. All sea-faring ranges are decreased by 33% when at least part of the movement is against the direction of the winds. It is possible to have multiple winds on any specific row of squares, though opposing winds will cancel each other out. [1]
Arctic Race (Ra): Race increases population limits by one in ice squares; receives +1 Military for each winter; is resistant to Ice disasters (I-1). [3]
Fierce Winds (G): For the remainder of this century or during the next century (your choice), the Seafaring Range of all races is reduced by 33%. [3]

Teach Weather Wisdom (Ks): Target race is resistant to Air disasters (A-1) and has a unique resistance to Great Flood. If target race knows Sea-faring it gains +3 Sea-Faring Range. [3]
4 Invisibility (C/N): If used as a combat power, you gain two extra tricks, two extra blocks, and may disengage at the end of any round. If used as a direct effect power, the target may not be attacked or be the target of a direct effect power without his consent for 10 minutes. [6] Aerial Race (Ri): Race lives in mountains as if they were forests; can use Movement Range to move over coastal water squares; has +2 Movement Range; gains +3 Military; is resistant to Fire, Nature, and Water disasters (FNW-2), immune to Earth disasters (E-), and vulnerable to Air disasters (A+2); cannot learn Riding or Engineering; has a population growth rate 25% less than normal; squares occupied by the race are considered "uninhabited" for purposes of the Sky & Ice sphere mana source. [7]
Wastelands (Fp): Add Wastelands feature to four land squares. Population limits in those squares are decreased by one (and can be 0). [1]
Glaciers (T): Change one land square into ice terrain. (Use limitations described under Create Ice). [2]
Little Ice Age (Gi,T): Low temperatures reduce the population limits of all squares by one. Lasts until the end of the century. Three land squares near the north edge of the Earth are turned into ice. The northernmost three desert squares turn into plains. [17]
5 Freeze Enemy (C): After your next successful strike, your opponent is frozen solid in ice. Combat ends (as if you had both mutally agreed to end combat). Opponent cannot move, talk, use powers, be the target of a power, attack, or be attacked for 5 minutes. At your option, opponent will also suffer the mutilation Internal Weakness (lose 2 permanent hit points). Flame Armor provides immunity. [7] Create Glacial Ice Pack (Fr): Add Glacial Ice Pack feature to any ice square that is on the north edge of the Earth. During Eras Centrum and Omega it will spread at the beginning of every century, turning into ice 1-3 squares that are adjacent to the Glacial Ice Pack or any ice square which can draw a line of contiguous ice squares back to the glacial ice pack. These new ice square may only be placed in a a horizontal (east-west) row as long as for each ice square in that row there are two or more ice squares in the row immediately north. New ice squares will only spread over water if all feasible land squares are already covered with ice. [5] Kamikaze (Ga,T): Vast storms blow across the world. Three population units are killed in each square. All cities in plains squares are destroyed. All forest squares not adjacent to three other forest squares are changed into into plains terrain (this occurs after the city destruction above). [60]

Cities & Wealth

Description: Powers of civilization and government, trade and money, empires and rulership. Cities & Wealth provides few combat powers, but is the master at making deals and convincing others to do what you want. On Earth, Cities & Wealth is the key to cultural dominance, teaching mortals the knowledge they need to form powerful civilizations.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Cities x0.03; Wealthy Populations (total population of races with wealth of 10 or more) x0.003

Event Mana Sources: none

Lvl Personal Powers Creation Powers History Power
1 Bribe (Cs): Use when you surrender to your opponent. Give 1 mana to him (after toll), but then you get to choose your own surrender condition (though your opponent still chooses any specific parameters). [as above] Create Fertile Land (Ft): Add Fertile Land feature to any land square. Population limits in that square are increased by one. [1] Teach Civilization (Kc,Fc) or Found City (Fc): Target barbarian race which knows Metal-working and Trade becomes civilized and builds a city. Target civilized race builds a new city. Cities are always built in the square where the race has the highest population, but only if they inhabit at least 6 squares for each previously existing city. Cities are treated as a terrain feature. Each city provides +1 Wealth and +3 Population (for purposes of worship and war). If target races every loses all of its cities it loses the knowledge of Civilization and becomes barbarian again; this is the only way in which the knowledge of Civilization can be lost. [1]
2 Personal Deal (P): Convince target god or celestial spirit to cast a personal power of your choice which the target possesses. The power may only target you, a voluntary character, a demesne you control, or an artifact you currently possess. You must give the target sufficient mana to cast the power, plus 25% more, rounded up (all after toll). The amount of this payment is not reduced or increased by phenomena that affect power costs. Target god must then immediately use the power in exactly the manner you describe. If the target is prevented from using the power by an outside force, she must return the mana to you (toll does not apply to the return) [as above] Create Race (Rc): Create a sentient race. [5] Teach Trade (Kc): Target race which knows either Agriculture or Riding gains +2 Wealth. [2]
Commercial Advance (Mp): Target race which knows Civilization gains +2 Wealth. This condition lasts until the race loses Civilization or no longer borders any other races. [5]
3 Bargain (P): Convince target god to perform a creation or history power of your choice which the target possesses. You must give the target god sufficient mana to cast the power, plus 25% more, rounded up (all after toll). The amount of this payment is not reduced or increased by phenomena that affect power costs. Target god must then use the power in exactly the manner you describe at some point in the next 30 minutes. If the target is prevented from using the power by an outside force, she must return the mana to you (toll does not apply to the return) [as above] Create Natural Crossroads (Fl): Add Natural Crossroads feature to any land square. That square provides the occupying race with +1 Wealth if they have the knowledge of Trade. [1] Found Great City (Fc): Transform one city of caster's choice which belongs to target race into a great city. In order to found a great city, the target race must meet the following requirements: know Engineering and Philosophy, occupy at least 10 squares, and have three regular cities for each previously existing great city. Great cities are treated as a terrain feature. Each great city provides +3 Wealth and +6 Population (for purposes of worship and war). If a race has two or more great cities, then teaching any knowledge to that race costs 25% less than the normal mana cost. [5]
Mercenaries (Mv+): Target race which knows Professional Military will hire mercenaries in its next war. Subtract the Wealth of the enemy from the target race's Wealth. The resulting number is added to the target race's Military for that war. (If the number is negative, treat it as 0.) [2]
4 Summon Great Council (X): Go to the Hall of Doom and publicly announce the commencement of a Great Council meeting at a specific time in the next 15 to 30 minutes. Write this down in the public records. Find the Messenger of the Gods and inform him of the time so that he may carry out his duties. [1]
Cash Box (A): Wielder of the artifact reduces the toll to 25% (rounded up) when receiving mana from other characters. No cost to activate this ability. [5]
Efficient Race (Ra): Race doubles all Wealth points received from knowledges and terrain features. [4] Teach Proselytism (Kc): Target race which knows Aesthetics will attempt to convert bordering races to its own religion. Each century there is a 10% chance per bordering race that a +5% cult will arise in that race (no religious turmoil caused), worshiping one of the gods of the proselytizing race. (The specific god is selected randomly based on the percentage of worship within the proselytizing race.) [40]
Golden Age (M): For the remainder of the century, target race may be taught new knowledges for 25% less than the normal mana cost. [15]
5 Mana Merchant (Ns): You may transfer one lump sum of mana between yourself and another character (either giving or receiving) without incurring the toll. [1] Gregarious Race (Ra): Race has a population limit one higher than normal in all squares. Teaching Civics knowledges to this race costs 50% less than the normal mana cost. [20] Teach Imperialism (Kc): Target race which knows Engineering, Proselytism, and Tactics may subjugate other races. If an imperial race defeats another race in war, the defeated race becomes a subjugated race. The subjugated race continues to act as an independent race, but half of its worship is diverted to the pantheon of the imperial race. This diversion ceases if the subjugated race ever enters religious turmoil or wins a war against the imperial race. [40]

Crafts & Knowledge

Description: Powers of knowledge and wisdom, tools and making. Crafts & Knowledge gives no combat powers, but allows the creation of divine artifacts which can defeat others in battle or do almost anything else. Other personal powers excel at the gathering of otherwise hidden information. Crafts & Knowledge teaches mortals skills which will let them resist the elements or build better weapons.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Great Cities x0.1; Advanced Populations (total population of races that know Artifice) x0.003

Event Mana Sources: none

Lvl Personal Powers Creation Powers History Power
1 Make Minor Divine Artifact (X): Make an artifact. You may imbed any artifact power (those marked with an A) or any 1st 3rd level sphere power. Imbedded powers must be those which could be cast by you or your assistants. Assistants are any gods who spend the entire casting time with you in the Craft Hall. Requires 5 minutes in a Craft Hall for each two levels of power being imbedded (rounded up). After completion, you are the possessor of the artifact. [1 + 3x cost of imbedded powers] Build Craft Hall (D): Target demesne gains a Craft Hall, allowing artifacts to be made there. You must stock the demesne with appropriate materials for the creation of props to represent artifacts. [1] Teach Metal-working (Ke): Target race which knows Agriculture gains +1 Military. [1]
2 Divine Insight (P): Target god or celestial spirit must answer one yes-no question based on what he believes to be the truth. (1)
Enlightenment (P): Target character is freed of the effects of the Trickster power. Give any amount of mana to the gamemaster, who will tell you if you succeeded. If you did not pay enough mana you may try again ten minutes later; any mana you (or any other character) spent previously in this endeavour will count toward the next attempt. Note that if the target is not under the compulsion of Trickster you'll get the same result as you would for providing insufficient mana, no matter how much you pay. [20+. Special: The exact cost of this power is unknown to the player and will vary in each situation. The gamemaster will secretly decide based on the actions of the target player. If he has gone out of his way to honestly role-play the compulsion, the amount will be lowered. If he is balking at carrying out the course of action, the amount will be increased.]
Create Race (Rc): Create a sentient race. [5] Teach Literacy (Ks): Target race which knows Civilization is resistant to Cultural Backslide. [2]
Great Scholar (Mi): For the remainder of the century, target race may learn any new scholarly knowledges for 25% less than the normal cost. [10]
3 Sword and Shield (Ac): Wielder of the artifact will be able to use one extra trick or one extra block (you must decide which when making the artifact). No cost to activate this ability. The number of tricks/blocks provided can be increased by expending more mana.[1 + 2 for a second trick/block + 3 for a third trick/block + 4 for a fourth trick/block, etc.]] Scholarly Race (Ra): Race collects knowledge from travelers and thus know where all terrain features are. Race will move toward the best regions of Earth, while avoiding bad regions. Teaching Scholarly knowledges to this race costs 50% less than the normal cost. [10] Teach Artifice (Ke): Target race which knows Civilization gains +1 Wealth and +1 Military. [5]
4 Learn Truth (P): Target god or celestial spirit must truthfully answer one question. The question must be such that it can be answered by a simple, short declarative sentence. If the answer concerns the target's future plans within the next ten minutes, then the target must carry through on them. [2] Race of Natural Engineers(Ra): Race gains +1 Military and +1 Wealth. Teaching Engineering knowledges to this race costs 50% less than the normal cost. [12] Teach Philosophy (Ks): Target race which knows Literacy and Aesthetics learns philosophy. No effect, only used as a prerequisite for other powers. [10]
Teach Engineering (Ke): Target race which knows Artifice gains +1 Military and an additional +2 Military when defending. The race's cities are immune to Earthquake. Every century, for each city the race owns it will chop down a forest, transforming one forest square which it occupies into plains terrain. [15]
5 Know Your Enemy (X): Discover a goal of any other deity with whom you just spoke. Ask a gamemaster for the information. [1]
Make Major Divine Artifact (X): Make an artifact.You may imbed any artifact power (those marked with an A) or any sphere power. Imbedded powers must be those which could be cast by you or your assistants. Assistants are any gods or celestial spirits who spend the entire casting time with you in the Craft Hall. Requires 5 minutes in a Craft Hall for each three levels of power being imbedded (rounded up). After completion, you are the possessor of the artifact. [2 + 3x cost of imbedded powers]
Gifted Race (Ra): Race can be taught any new knowledge for 50% less than the normal mana cost. [33] Teach Explosives (Ke): Target race which knows Engineering and Siege Warfare learns to use explosive chemicals which have great use in combat but also gives the mortals an inflated sense of their own power. The race gains +2 Aggression and +3 Military; has a 25% chance per century that atheism will gain +10% cult; has a 25% chance per century that diabolism will gain +5% cult. [40]
Teach Transcendence (K): Cast only in Era Omega. Target race must have at least two great cities and must know Astronomy or Justice, Explosives, Tactics, and at least 80% of all knowledges available in the game. The race learns the true secrets of the universe and loans its power to the gods. The race's pantheon is permanently frozen. The race provides strength (in the form of hit points) to the gods whom they once worshipped. For every 20 population (population from cities does not count) in the race at the time they learn transcendence, 1 hit point is generated (rounded down). These hit points are divided among the gods in the pantheon according to their worship percentages (round off, 0.5 goes up). These hit points are permanent and regenerate between combats, just like the original 5 hit points everyone started with. Any hit points that go to an atheist cult are lost. Any hit points that go to a demonic cult are given to all demons. [55]

Love & Beauty

Description: Powers of persuasion and attraction, beauty and desire, reproduction and youth. Love & Beauty has no combat powers, but can prevent or incite combat or to persuade other gods to do almost anything you want. On Earth, Love & Beauty is inherently popular among mortals, and gods of this sphere have powers which let them control mortal actions, inspire worship, and alter pantheons. Love & Beauty is jealous and prefers to be worshipped to the exclusion of other gods.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Artistic Populations (total population of races that know Aesthetics) x0.003; Devoted Populations (total population of races in which you have more than 50% of the pantheon) x0.003

Event Mana Sources: none

Lvl Personal Powers Creation Powers History Power
1 Dazzle (C): Your opponent is temporarily distracted. At the end of this round you disengage from combat. [1] Create Landmark (Ft): Add Landmark feature to any land square. Races within 10 squares distance of target square will tend to move toward it. (Scholarly races are immune.) No other effect. [2] Popular Support (Mv): Use on a target race which worships you. The next time you would be forced out of the pantheon due to any of the effects of religious turmoil, there is a 50% chance that this will be ignored. [1]
2 Cupid (P2): Two target characters (one may be yourself) become temporarily enamored of one another. For the next 15 minutes they may not attack one another and must always be in the same locale. One cannot voluntarily leave the locale unless the other is willing to do so. If one is forced to change locales, the other must do everything possible to follow. [3] Create Race (Rc): Create a sentient race. [5] Incite War (M): Target race declares war on a bordering race which you choose. [2]
Incite Peace (Mv+): The next time target race goes to war, it will use diplomacy to attempt to stop the war, gaining +1 Diplomacy for this one attempt . [1]
3 Impulsive Urge (P): Specify a divine oath. Target character must spend 2 mana or swear that oath. If the target has no mana, he must swear the oath. If he does swear the oath, you must still spend mana to witness the oath; others present may also witness. [2]
Object of Desire (A): At the end of every game session, the character who possesses this object receives 1 mana from every god who was present at that game session. (The toll is only applied to the total transfer.) This effect does not occur if the item was created less than one hour before the end of the current session. The creator of the artifact is immune to this effect. Always on. [2]
Beautiful Race (Ra): Race gains +1 Diplomacy, +1 Wealth. [3] Teach Aesthetics (K): Target race which knows Artifice gains +1 Diplomacy, +1 Wealth, and -1 Aggression. [5]
Age of Decadence (Mn): For the remainder of the century, target race which knows Aesthetics may not be taught any new knowledges. [4]
4 Ever-lasting Friendship (P): Target god or celestial spirit may not attack you for the remainder of the era. [5] Pacifist Race (Ra): Race gains +3 Diplomacy, -2 Military, and -5 aggression. Teaching Civics knowledges to this race costs 50% less than the normal mana costs. Teaching Military knowledges to this race costs 100% more than the normal mana costs. [7] Population Boom (Mc): Target race has population growth 50% greater than normal in the next century. [2]
Teach Proselytism (Kc): Target race which knows Aesthetics will attempt to convert bordering races to its own religion. Each century there is a 10% chance per bordering race that a +5% cult will arise in that race, worshiping one of the gods of the proselytizing race. (The specific god is selected randomly based on the percentage of worship within the proselytizing race.) [40]
5 Divine Love (P2): Two target characters (neither may be yourself) are bonded by a mutual divine oath, "I will prevent you from dying", with a strength as if it has been witnessed by three gods. [7] Create Paradise (Fr): Add Paradise feature to one square. Population limits in that square are increased by two. That square provides the occupying race with +2 Wealth. Any disaster or negative race modification powers which would affect populations in that square cost 200% more than the normal mana cost. No further terrain features may be added to the square. [6] Fertility Cult (Mu): You gain +20% in the target race's pantheon. [32]

War

Description: Powers of combat and battle, conflict and victory. War is the supreme sphere for personal combat powers, rivalled by few other spheres. On Earth, War can teach mortals the skills which will allow them to be victorious, defeating other races in combat. War gains mana from combat in both Earth and Heaven.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Warrior Populations (total population of races which fought a war during the century) x0.003

Event Mana Sources: Personal victory in combat (your opponent dies, surrenders, or disengages) x0.5

Lvl Personal Powers Creation Powers History Power
1 Combat Prowess (Cd): Target gains one extra trick and one extra block. [2] Combative Race (Ra): Race gains +1 Military and +2 Aggression. [3] Teach Professional Military (Km): Target race which knows Civilizaton gains +1 Aggression and +2 Military. [5]
2 Tactics (Cd): Name one of the three basic combat gestures (rock, paper, or scissors). Target's opponent may not use that gesture for the remainder of the combat. [3] Create Race (Rc): Create a sentient race. [5] Incite War (M): Target race declares war on a bordering race which you choose. [1]
Fortress City (Fc): Target city becomes heavily fortified. The race which owns the city gains +1 Military. Population units in that square (and the square itself when losing territory) may not be taken as losses until all adjacent squares have no friendly populations. [4]
3 Skin of War (Cd): Target gains five extra hit points. These extra hit points go away at the end of this combat. [4 / 6 if used as a combat-duel power]
Siege Weapons (Ac): Wielder of artifact may activate this ability only when attacking a demesne from the outside. The demesne immediately loses 5 hit points and may not use blocks for the remainder of this combat. Costs 6 mana to activate. [5]
Create Natural Redoubt (Ft): Add Natural Redoubt feature to one square.The race which owns the Natural Redoubt gains +1 Military. Population units in that square (and the square itself when losing territory) may not be taken as losses until all adjacent squares have no friendly populations. [3] Military Hero (Mv+i): Target race will have a great military leader in its next war, gaining +3 Military. [1]
Instill Militarism (Mp): Target race which knows Professional Military but does not know Justice gains +2 Aggression. This condition lasts until the race learns Justice. [4]
4 Hand of War (Cd): Target does one extra point of damage per strike. [3 / 5 if used as a combat-duel power] Militaristic Race (Ra): Race gains +1 Military and +1 Aggression. Teaching Military knowledges to this race costs 50% less than the normal mana cost. [11] Teach Tactics (Km): Target race which knows Philosophy and Professional Military gains +1 Military. When determining population and territory losses for the race and its opponent after a war, the referee will always make the changes that are most advantageous to the target race (though still within the limits of common sense). If both races have Tactics then this effect is cancelled out. [10]
Teach Siege Warfare (Km): Target race which knows Professional Military and Engineering learns how to counteract the advantages of fortifications. The race gains +2 Military when attacking. The race's opponents do not gain the special restrictions on population and territory loss from Fortress Cities and Natural Redoubts. [17]
5 Fight to the Death (C): Your opponent may not surrender, disengage, or use any first to third level power which would cause you to agree to mutually end combat. [10] Race with Natural Weaponry (Ri): Race gains +3 Military. [7] Incite Genocidal War (Mn): Target race declares genocidal war on a bordering race which you choose. Diplomacy cannot be used to stop the war. No other power can be used to stop the war. All losses are doubled on both sides. A similar war will be fought between the two races every century until one of the two is annihilated. [18]

Chaos

Description: Powers of deception and misdirection, entropy and destruction, confusion and dissension, chance and randomness, control over the Void and the demons. Relatively weak in direct confrontations, Chaos gains power from strife in Heaven and the proliferation of demons. However, Chaos is still a power of the gods and must walk a fine line to prevent the demons from becoming too powerful and destroying Heaven.

Era-End Mana Sources: Moons x3 (x1.5 for the second moon, x0.75 for the third, and so on; subtract this amount from the Sun mana source in the sphere of Light)

Century-End Mana Sources: Worshippers x0.06

Event Mana Sources: Combat between gods x0.1; God obliterated x0.5; Great Council session in which no laws were passed x0.5

Lvl Personal Powers Creation Powers History Power
1 Traverse the Void (N): Use only in the Void. Target is not lost in the Void during this visit and may leave at any time. [1 / 0 if cast on self]
Cut in Line (X): You are next to use a power at the Earth map, ignoring any line or numeric sequence. However, in your haste you may make mistakes. After naming your power and target (squares or races), there is a 50% that you will miss and hit a random target. You may not use this power for another 10 minutes. [1]
Racial Hatred (Ra): Race hates one other named race (and all its sub-races) and will always declare genocidal war with it. [5] Demonic Cult (Mun): Diabolism gains +5% cult in target race. [10]
2 Smooth Talk (C): If you have done no damage to your opponent during the previous two rounds, then you and your opponent immediately agree to mutually end combat. [1]
Drain Artifact (X): Destroy one artifact in your possession. You gain 100% of the mana it cost to originally create the artifact. [2]
Void Walls (D): Target demesne gains 1 extra trick and 1 extra block when defending itself from outside attack. These bonuses are doubled if the demesne is in the Void. Any demon must pay 100% more than the normal mana cost for all combat powers used in or against the demesne. [5] Incite Religious Turmoil (Mn): Target race goes into religious turmoil. [4]
3 Incite Conflict (P2): Two target characters must fight a duel in the next 15 minutes or each lose 10 mana. During the duel, they may not agree to mutually end combat. [3]
Destroy Demesne (C): May only be used if you are attacking a demesne from the inside. You gain two extra tricks. If you defeat the demesne, it is destroyed and all gods who controlled the demesne lose 10 mana. [4]
Create Moon (G): Each moon diverts half of the mana from the sun or suns away from the Light sphere mana source and into the Chaos sphere mana source. The first moon will provide the mana listed in the mana sources above, the second will provide half that, etc. These values are subtracted from the Sun mana sources received for each card in the sphere of Light. [8] Cultural Backslide (Mn): Target race loses one knowledge of your choice. The knowledge chosen may not be Civilization or a prerequisite for another knowledge currently known to the race. [3 / 10 or the full cost of the knowledge power (whichever is higher) if race knows Literacy]
4 Control Demon (P): Target demon is under your control until the end of the game session or the demon is killed, whichever comes first. The controlled demon may not attack you (but may defend herself if you attack her); may not use any power on you against your will; must defend you if you are sneak attacked; must follow or go where you tell her; and must sneak attack anyone you tell her to attack. The demon is free to ignore any other commands you give her. [3]
Entropic Infection (C): On your next successful strike, your opponent gains an Entropic Infection. The Entropic Infection is considered to be a mutilation. Until cured, the victim loses 3 mana every hour, on the hour. If the victim does not have sufficient mana at the proper time, then he loses all mana and one permanent hit point (considered to be a separate mutiliation). It is possible for an individual to suffer from multiple Entropic Infections at the same time (though you can still only use this power once during any one combat). [6]
Create Void Gate (Fp): Add Void Gate feature to any square. That square provides the occupying race with +2 Wealth and +1 Military. At the beginning of each century, the occupying race will receive +5% demonic cult. [6] Misdirection (X): Name a specific god to the Earth map referees. The next time that god uses a history power, the power will act as normal but will affect random eligible targets (squares or races). Note that it is still possible for the god to hit the intended target, especially if there are few eligible targets. [5]
5 Trickster (P): Ttarget is fooled into pursuing one of the following courses of actions: 1) Not attack you for the remainder of the era. 2) Kill a character you name. 3) Aid a character you name in defeating another named character in combat. 4) Aid a character you name in taking control of a demesne you name. 5) Acquire an existing artifact you name and give it to a character you name. 6) Create an artifact which contains one 1st-3rd level power you name. 7) Give up to 25% of his mana to a character you name. 8) Pass a specific proposal (that does not concern selection of a Supreme Deity) in the Great Council. 9) Spend at least 25% of his mana in the use of history or creation powers toward a specific Earthly goal which you name (such as aiding/harming a specific race, creating/destroying a certain type of terrain, or increasing/decreasing worship for a character you name). Any of the "characters you name" may be yourself. The target must work expeditiously to achieve the task you set; he may not use any powers except those that directly aid the task. This compulsion lasts until the character dies, has Enlightenment successfully cast on him, or five minutes after the course of action is successfully completed. At that point he realizes that he has been duped and may react accordingly. You may not use this power on a character who is still under the influence of a previous use of Trickster and many not use it on any character more than once per game session. [10]
Weapon of Obliteration (Ac): If the wielder kills a god, that god is obliterated. If a character surrenders to the wielder, that character is mutilated. No cost to activate. [3]
Political Distrust (H): Must be used in the Hall of Doom. Increases by one the number of votes required for the Great Council to pass a law. (Example: After the first time this is cast, it will require 8 votes to pass a council law.) This only affects the passing of laws and not any other powers or business of the Great Council. [10] Incite World War (G): All races declare war on all other races which they border. Diplomacy may not be used to stop these wars. [30]

Death

Description: Powers of death and rebirth, mortality and souls, the Afterlife. Death is the master of the Underworld and wields power over the dead, both mortal and divine. Death also holds the greatly feared ability to kill or even obliterate. On Earth, Death is a destructive power. Death gains mana from the deaths of both mortals and gods.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Mortal population units which died this century x0.03

Event Mana Sources: God dies x0.3

Lvl Personal Powers Creation Powers History Power
1 Enter the Underworld (N): Target may enter the Underworld while still alive. [1 / 0 if cast on self]
Speak with Dead (N): Target dead character may speak with the living for ten minutes. In addition, you (and only you) may transfer mana with the target as if she were alive. May be used on self when dead. [1]
Create Deadlands (Fp): Add Deadlands feature to one square. Target square cannot support life. No population units may live in this square or pass through it. [1] Priest of Death (Mvi): The next time target race goes to war, the referees will record the number of enemy population units which they kill. You will receive 1 mana for each unit killed. [2 / 5 if target race is civilized]
2 Deathblade (C): You do one extra point of damage per strike. [3] Minions of Death (D): The souls of the dead are bound to the defense of target demesne that is within the Underworld. The demesne gains 1 extra trick and 1 extra block during Era Aleph; 2 extra tricks and blocks during Era Centrum; and 3 extra tricks and blocks during Era Ragnarok. In addition, if the demesne is attacked any dead character in the demesne may (but is not required to) choose to coordinate the defenses of the demesne, during which time she may use her combat powers as if she were a living defender. [6] Armies of the Dead (Mv): The next time target race goes to war, the race's dead rise to fight. Target race gains +2 Military. They gain an additional +2 Military if their pantheon contains a god with one or more cards in the sphere of Death. [2]
3 Release Spirit (N): Only usable in the Underworld. Target dead character may leave the Underworld, but is still dead and under all the restrictions of a dead character for his full term. He must return to the Underworld before returning to life. May be used on self when dead. [2]
Weapon of Obliteration (Ac): If the wielder kills a god, that god is obliterated. If a character surrenders to the wielder, that character is mutilated. No cost to activate. [5]
Short-lived Race (Ra): Race has normal population growth 25% higher than normal. Teaching the race any new knowledge costs 50% more than the normal mana cost. [8] Teach Sacrificial Rites (K): Target race will sacrifice to you. For each population unit sacrificed, you gain one mana. One half of all enemy populations killed in war count as sacrifices toward you. If at the end of a century the race has not already sacrificed at least 5 enemy population units to you, it will sacrifice its own population units to make up the difference. [10]
4 Torment Soul (N): Only usable in the Underworld. Target dead character must give you 1 mana (after toll) every five minutes until one of you leaves the Underworld. No effect if target has no mana. [3]
Slay (C): On your next successful strike, your opponent is killed. Your opponent is not obliterated, even if you are using a Weapon of Obliteration or other power which would normally cause obliteration. [8]
Separate Destiny (D): Creates within target demesne a unique afterlife for one existing race on Earth and all of its sub-races. You must have the permission of all gods who created the race. When population units of this race die, they do not count toward the mana source of the sphere of Death (or any other sphere which gains mana from mortal deaths). Instead, each population death provides 0.3 mana which will be delivered to the demesne by referees. (Fractions add up over time until they reach whole numbers.) Any god who controls the demesne and is inside may pick up this mana. If the demesne is destroyed, then the race immediately gains a +100% demonic cult. [5] Pestilence (B): Select target populated square. Referee rolls two d6 and adds them together; that many population units will be killed. One dies in the initial target square, then pestilence moves to the bordering square with the highest population and kills one population unit there. This process repeats until the full loss is taken. [2]
5 Release from Death (N): Only usable in the Underworld. Target dead character immediately returns to life. May be used on self when dead. [4]
Death of Gods (C): On your next successful strike, your opponent is obliterated. [20]
Unaging Race (Ra): Race begins Era Centrum with a population of 10; gains +1 Wealth, +1 Military, and +1 Diplomacy; and has population growth 50% less than normal. Race can be taught any new knowledge for 50% less than the normal mana cost. Race can be taught knowledges before history begins, a special exception which allows any god to cast knowledge powers (normally classified as history powers) on this race during Era Aleph. Race is immune to cultural backslide. [23] Resurrect Race (X): Target race which has been wiped out is brought back to life in an unoccupied square chosen by the referee within the area where they once lived. (If there are no available squares, then this power may not be used.) They have a population of 5 and no knowledges. Their pantheon is the same as it was at the time of their demise, with the addition of +25% cult for you. [15]

Fate & Justice

Description: Powers of time and prophecy, law and order, destiny and fate. The personal powers of Fate & Justice range widely and include the ability to predict the future and punish wrong-doers. Many of the powers of Fate & Justice are tied closely to the actions of the Great Council, over which Fate & Justice has the strongest influence. On Earth, Fate & Justice can both bless and curse mortals, making it more or less difficult for the gods to help them.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Just Populations (total population of races which know Justice) x0.003

Event Mana Sources: Great Council Action (Counil passes a law, promotes a new greater god, or grants a Council office) x0.3; Personally Killing an Outlaw x0.6

Lvl Personal Powers Creation Powers History Power
1 Summon Great Council (X): Go to the Hall of Doom and publicly announce the commencement of a Great Council meeting at a specific time in the next 15 to 30 minutes. Write this down in the public records. Find the Messenger of the Gods and inform him of the time so that he may carry out his duties. [1 / 5 if you are a lesser god]
Heavenly Enforcer (Cd): May only be used as a combat-duel power if the target's opponent is an outlaw. Target gains two extra tricks and two extra blocks. [4 / 0 if cast on self and your opponent is an outlaw]
Bless Land (Fp): Add Blessing feature to any square. Each blessing has a numeric rating determined at the time you cast this power. Any god who uses a disaster or negative race modification history power that would affect the populations in that square must pay extra mana equal to the land blessing rating in addition to the normal cost. [2 for each 1 rating] Bless Mortals (M): For the remainder of the century, all disaster and negative racial modification powers which affect the target race cost an extra 25% mana. [3]
2 Hand of Fate (C): Use this power only after your opponent has declared what power she is going to cast this round. Name one combat power which your opponent possesses and has not yet used. She may not cast it during the remainder of this combat. [1]
Deputize (Nv): Target character becomes your deputy. The deputy must wear a distinguishing badge indicating this status. Overrides any previous deputization. If one of your deputies kills an outlaw, you will receive mana (from the Fate & Justice event mana source) as if you had personally done so. Lasts until the end of the game session. [1]
Withdraw Blessing or Curse (Rb): Target race loses one racial attribute of your choice which was added after the race had been created. [double the cost of the original power being nullified] Withdraw Divine Favor (Mn): For the remainder of the century, any disaster or negative race modification powers which impact the target race cost 25% less than the normal mana cost. [4]
3 Shame (Pm): Targets all greater gods (not including self) in a Great Council meeting. Announce a proposed law. If at the end of the meeting this proposal has not been passed into law, then all targets must give you 1 mana (after toll). May only be used once per meeting. [6]
Tool of Justice (A): The artifact may not be possessed by a demon or an outlaw. If the possessor becomes an outlaw, she must immediately drop it. This power need not be activated and is always on from the moment the artifact is created. [1]
Throne of Heaven (H): Must be cast in the Hall of Doom. May only be cast once. Transforms one of the Council chairs into a magnificent throne. (You must provide appropriate props.) Only the current leader of a Council meeting in session may sit in the throne. For a cost of 1 mana, the god sitting in the throne may summon any god or celestial spirit to the Council (unless the character is dead and in the Underworld). That character transmigrates to the Hall of Doom and must remain in the Hall of Doom for at least five minutes. For ten minutes after being summoned, that character is under Council protection and may not be attacked. A character cannot be summoned more than once to any one Council meeting. [7] Teach Justice (Kc): Target race which knows Philosophy gains -4 Aggression. [10]
4 Prophesy (X): Make a public prophecy at a Great Council meeting. The prophecy must be a single sentence stating one effect, may also include one conditional phrase, but may not make any references to specific times. At the end of each game session, if the prophecy has not come true then all greater gods lose 3 mana. This lasts until the prophecy comes true. May only be used once per meeting. [5]
Avatar of Retribution (C): You gain five extra tricks and five extra blocks. [10 / 0 if your opponent is an outlaw]
Fated Race (Ra): Race has natural luck. Any disaster or negative race modification powers which would impact the race cost 50% more than the normal mana cost. [8] Hand of Protection (M): Select target race X. For the rest of the century the following Council Law is in effect: "Thou shalt not cast a disaster or negative racial modification power which will affect race X." This law may be modified or cancelled by the Great Council, but in any case is automatically revoked at the end of the century. [3]
5 Hand of Punishment (C): After your next successful strike, your opponent may not use any second through fifth level sphere powers for the next hour of game time. [8 / 4 if your opponent is an outlaw]
Freedom (Nv): Severs the bonds between a lesser god and one of his masters. The lesser god is no longer a minion of the stated master. Costs 5 mana if the Great Council has passed a vote authorizing this action. [20]
Link Fates (H): Must be cast in the Window on the World. A god you name (who must be present throughout the entire casting) is tied by strands of fate to a race which you name. That god may cast any knowledge or racial modification powers targeting that race for 50% less than the normal mana cost. If that race is ever destroyed, the linked god will lose two permanent hit points, which may never be regained. [5] Hero of Legend (Mi): Target barbarian or civilized race gains a semi-divine hero. If civilized, the race immediatly founds a great city in the square it occupies which has the most population but does not already have a great city. (This happens even if the race does not meet the normal requirements for having a great city.) If barbarian, the race immediately gains an extra 25% population growth (as if it were the beginning of the century) with subsequent spreading. The race immediately goes to war with its most powerful neighbor, gaining +5 Military for the remainder of the century. For the remainder of the century the race is immune to any disaster or negative race modification powers. [8]

Light

Description: Powers of light and dark, the sun and stars, control and generation of mana, holiness and divinity, dominance and monotheism. Light is the sphere of mana itself; its powers allow gods of Light to build great reserves of mana while their enemies will go hungry. On Earth, Light has the power to enhance or alter the worship of mortals. Light is jealous and prefers to be worshipped to the exclusion of other gods.

Era-End Mana Sources: Suns x6; Constellations x0.3

Century-End Mana Sources: Worshippers x0.06; Devoted Populations (total population of races in which you have more than 50% of the pantheon) x0.003

Event Mana Sources: Demon dies x0.5

Lvl Personal Powers Creation Powers History Power
1 Aura of Divinity (Cd): Target gains one block. If used personally in combat (not as a combat-duel power), this power may be cast multiple times during the same combat, but not in any two consecutive combat rounds. Each use after the first increases the mana cost of the power by 50% (rounded down). [1] Create Constellation (G): Creates a constellation in the skies of Earth. No effect other than as a mana source. [1] Religious Leader (Mci): Target race acts as if it had the knowledge Proselytism at the beginning of the next century. If target race already knows Proselytism, then the chance of converting each bordering race is doubled. [3]
2 Blue Bolts from Heaven (C): Your next successful strike does one extra point of damage to your opponent (two extra if your opponent is a demon). [1]
Font of Power (Ns): You may give one lump sum of mana to another character without incurring the toll. [1]
Create Sun (G): No races may be created if there is no sun. If cast more than once, subsequent casters may choose to actually make more suns, or simply say that a previous sun is bigger. Each additional sun (or growth of a sun) beyond the first adds one summer to the world. For each summer, desert races receive +1 military modifier, glacial ice packs grow one less square every century (negative growth means ice returns to previous terrain), spreading deserts grow one extra square every century, the cost of Create Forest is increased by 1 mana, and the costs of Teach Agriculture, Teach Sea-faring, and Teach Weather Wisdom are increased by 2 mana. For each three summers, the population limits of plains squares are increased by 1. [6] Exterminate Cult (M): Remove one pantheon member of your choice (other gods, diabolism, or atheism) from the pantheon of target race which worships you and is in religious turmoil. [20]
3 Divine Right (X): If cast at the beginning of a Great Council meeting, you become the leader of the meeting. [3 / 6 if you are not a greater god]
Banish Demon (C): Only usable if your opponent is a demon. On your next successful strike, your opponent is killed. [4]
Celestial Calamity (G): Destroy one sun, moon, or constellation. [10 if target is a sun or moon / 1 if target is a constellation] Teach Astronomy (Ks): Target race which knows Philosophy and Sea-faring learns to navigate by the stars. Target race gains +3 Sea-Faring Range. [6]
4 Drain Mana (C): At the end of this combat round, your opponent must give you 1 mana (after toll). This continues at the end of every round until combat ends. [1]
Banquet of Light (L): May only be used in a demesne controlled by you. All characters (including yourself) who spend the next 15 minutes in your demesne will receive 3 mana. During this time any persuasion powers cast by you cost 50% less than the normal mana cost.The Banquet of Light is canceled (and the initial cost lost with no effect) if during the 15 minute period any character leaves the demesne, the demesne is attacked, or any combat occurs within the demesne. [8]
Dedicated Race (Ri): Race will only worship the deity you name when this power is cast. The race will never suffer religious turmoil and is immune to all effects which create cults. If the named deity is ever obliterated, the race becomes dedicated to diabolism. This power overrides the normal pantheon. [5] Inspire Religious Fervor (M): Target race's effective population is 50% greater than normal when calculating mana at the end of this century. [6]
5 Withdraw Lights of Heaven (X): All gods and celestial spirits other than those in a demesne controlled by you lose 3 mana. Tell a referee to inform other players of this loss. This power may not be used again for five minutes. [5]
True Source (A): The possessor of this artifact receives 5 mana at the end of every hour. If the possessor is a greater god, then for each 5 mana she receives in this fashion, she must vote the way you desire in one vote of the Great Council (not including votes to select the Supreme Deity). If the possessor is a lesser god, then from the moment he takes possession until one hour after losing possession he is considered your minion for the purposes of powers that affect your minion, but has none of the rights (no ability to enter your demesnes, you do not lose any mana if he is obliterated). You are immune to these effects; you gain no mana or other benefit from this power if the artifact is in your possession. [7]
Holy Race (Ra): Race provides 50% more mana than normal from worship. (The effective population is considered to be 50% greater than normal when calculating worship mana.) [12] Eclipse (G): You gain +10% cult in all races which already worship you. All races which do not worship you go into religious turmoil. All races with diabolism in their pantheon also go into religious turmoil. [50]